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Brown Water Navy

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100% found this document useful (4 votes)
854 views52 pages

Brown Water Navy

1

Uploaded by

solitas123
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WHY COLLECT A FORCE FROM TOUR OF DUTY AND

BROWN WATER NAVY? POCKET GUIDE TO VIETNAM


The Mekong Delta is a unique battlefield. It offers new chal- Brown water Navy is the second book taking you .
lenges and interesting solutions. It is the hotbed of Vi?! Crng battlefields of Vietnam, following Tour of Duty. This
activity, where the People's Liberation Front is fighting the book contains the People's Army of Vietnam (PAYN)
forces of Saigon and it's imperialist masters. Take command eluding North Vietnamese infantry, mechanised, and
of a Local Forces Battalion and launch ambushes from the forces. US and ANZAC airmobile, helicopter,
thick jungles against the enemy to strike fear in their hearts. mechanised and tank forces are also represented.
Every hit you score against the imperialists brings us eloser book also covers South Vietnam's Army of the
to realizing our cause and final victory. Vietnam (ARYN) with their own infantry, mech,
forces . If you are looking to expand your forces, Tour
For far too long, the Vi?! Crng control the remote delta
is an excellent addition to your collection.
regions. A special force of shallow-water US Navy boats and
infantry from the Army has been organised to take the fight You will also need to download a copy of Pocket
upriver. Take command of one of these task forces of assault Vietnam from the Flames Gfwar Digital app. This
boats and use its immense firepower to wipe the enemy from of the special rules, missions, unique support options,
the region. and terrain rules you will need for your Vietnam games.
Written by: Michael Haught Miniatures Painting: James Brown, Aaron Mathie,
Chris Townley, Mark Hazell, Bob Pearce
Contributor: Phil Yates
Terrain Modelling and Photography: Battlefront Studio
Editors: Peter Simunovich, John-Paul Brisigotti
Proof Readers: Russell Briant, Stephen Smith,
Graphic Design: Sean Goodison
Robert Torrance, Garry Wait
Miniatures Design: Evan Allen, Gary Morley, Tim Adcock
Playtest Groups: Dad's Army (Gavin van Rossum) and
Cover Art: Vincent Wai Houston (Scott McKenzie)

Vi~t C(ing Special Rules ............................................... .


Vi~t C(ing Battalion ..................................................... .
Boat Rules ........................................................ 8 Vi~t C(ing Arsenal ........................................................ .
Riverine Craft ................................................ 15 Painting Vi~t C(ing ...................................................... .
Assault Force ....................................................... 16 Battlefields of the Mekong Delta ................................. .
Riverine Missions ........................................................ .
Their Belts to Fight Them! ................................... 34 Upriver Mission .......................................................... .

This is a supplement for Flames O/War, the World War II miniatures game.
A copy of the rulebook for Flames O/War is necessary to fully use the contents of this book.
Mekong Delta in southern Vietnam is a complex system mission in 1966. Aircraft, ships, and boats (such as the well-
rivers, ancient canals, wetlands, and jungle. It produces known Patrol Craft, Fast or Swift Boat) successfully sealed
50% of Vietnam's rice crops, making it a vitally im- Vietnam's coastline. This forced the PAVN and their local
region. The French, and later the South Vietnamese allies to move their supply routes inland.
Americans, realised that they needed to command the
in order to control the delta. However, achieving GAME WARDEN
was a lot easier said than done. Task Force 116, known as Operation Game Warden, the~
the majority of the year the Mekong Delta's ground is moved inland with their famous Patrol Boat, Riverine, or
undated and totally unsuitable for overland travel with PBR, to secure the rivers. Their mission was to deprive
or wheeled vehicles. Waterways remain the best way enemy of use of the waterways through constant patrols
get around, just as it had been for centuries, but rivers searching of waterborne traffic for contraband.
canals pose their own sets of challenges. The region is
Game Warden included Navy UH- IB Huey
by strips of thick jungle lining the riverbanks,
known as Seawolves, to support the PBRs as they I-'dl.1UlICU
sticky muddy flats, dangerous navigation and tidal upriver. Elite Navy SEALs (Sea, Air, and Land)
H"L"'U~, a total lack of high ground, and oppressive weather.
reconnaissance and raiding parties.
military campaign in the Mekong Delta demands a whole
approach and a lot of innovation.
MOBILE RIVERINE FORCE
As Operation Game Warden kept enemy supplies and
from flowing along the river, Task Force 117, or the
the reoccupation of Vietnam following World War II, Riverine Force (MRF), actively searched and
French military developed the concept of a brown-water
enemy infrastructure and engaged them directly on land.
when they created Divisions Navales d'Assaut (Naval
Divisions), usually shortened to Dinassaut. Several The MRF blended Navy and Army forces and used
of about six modified World War II-era landing landing craft, monitors, and assault boats, similar to
deployed with success in the river networks French Dinassaut patrols. The MRF projected its "14l111.lLdll1 l
the country, interdicting Viet Minh supplies and firepower far into the Mekong Delta from their man
Even after the French defeat in Vietnam in island fortress of Dong Tam.
, the successful legacy of this early riverine force greatly
the Am'erican patrols that followed. 1967
they left the country, the French gave the South When the first infantry elements of the Mobile
L11<J1ll1'C,C navy all of its riverine craft to keep the patrols
Force arrived in Southeast Asia in January 1967, they
However, it quickly became clear that they were not mediately went into action, without their boats, in the
to the task of keeping the Nationalist local forces from Sat Special Zone south of Saigon during Operation River
the waterways. In preparation for a greater US involve- Raider 1. The green troops quickly became acquainted with
the US Navy sent observers and advisors into the delta the strange demands of the Mekong region's battlefields and.
giving them a good idea of where to begin creating rapidly integrated the lessons learned.
own riverine forces. Dong Tam was established as the MRF headquarters and
from there its river assault divisions slowly worked their way
up the Mekong river network. A series of operations
Navy's first order of business was to secure the Coronado focused on destroying Nationalist strongn,oICLs,
and establish a solid blockade. Task Force providing medical assistance to local communities, and
terdicting supplies and reinforcements.
Game Warden and the MRF pushed further up the
toward the Cambodian border, the Nationalist forces
launched their Tet Offensive. Despite initial gains and its
dramatic portrayal in Western media, the offensive in the
Delta region was utterly crushed. Local Nationalist forces
attacked just as the MRF launched Operation Coronado X,
the riverine forces were ready for action. The Nationalist
put up a tough fight, but were overwhelmed by the
firepower, losing an estimated 4600 of their number.
the initial Tet surprise attacks thwarted, the MRF
went on the offensive with Coronado XI, which resulted
further destruction of the local forces and the capture
of many weapons and supplies. The final result was the
destruction of the Nationalist's local forces in the
MRF's region.

December 1968, the three Navy task forces were combined


Operation Sea Lords, which focused on securing the
and preparing for the handover of operations to the
South Vietnamese navy and army. Meanwhile, the local
forces receded into the background and rebuilt themselves,
launching occasional ambushes and raids.

1969, the MRF was chosen to be the first American for-


mation to become 'Vietnamized', the process of replacing
US troops with Vietnamese soldiers and sailors. Over the
of six months, the 2 nd Brigade, 9 th Infantry Division's
presence was slowly reduced and the boats were transferred
to the Vietnamese navy. This process was finally completed
1970 and the South Vietnamese forces carried on with
operations until the fall of Saigon in 1975 .
Task Force 117 was established THE GRUNTS
in 1966 as a part of the US Navy
Initially, the MRF's infantry were meant to be drawn from
and Army riverine operations in
the US Marines, which had a long and close relationship
Vietnam. The task force became
with the Navy. However, the Marines were already deployed
known as the Mobile Riverine
near the northern border. Instead, a US Army unit, the .
Force, or MRF. The headquarters
2 nd Brigade, 9th Infantry Division, was selected, trained,
of the MRF was Dong Tam on the
sent to the Delta region in 1967. Known as the 'Grunts'
Mekong River.
the navy sailors, the men of the 2nd Brigade took to their
new assignment well and quickly adapted to the Mekong's
boats were designed or modified for this job. Old unusual battlefield.
War II Landing Craft, Mechanized, or LCM, boats
ideal for river operations owing to their flat bottoms. SHARING COMMAND
were modified with armour and weapons to suit the The MRF was jointly commanded by Navy and
of the force. personnel. Initially, there was a lot of apprehension abo
sharing command, but in the end the two forces worked
well together. Command was usually retained by the
all of the Mekong Delta near the sea is committed while enroute on the river, while the Army took over
agriculture or living space, so when the US military began battle was joined. Having multiple commands also
for a place to headquarter the MRF, they were faced the MRF call in air support from Army aviation and
the political problem of having to relocate locals and carrier groups.
their land. An interesting and successful compromise
reached when the US Navy literally built its own island RIVERINE ASSAULTS
the Mekong Delta. This not only provided additional A Navy River Assault Division was usually paired with
for the base, it also avoided a politicallandmine that Army battalion and sent out on patrol. When a
Nationalists would have surely have used to their advan- strongpoint was encountered, one company would
Known as Dong Tam, the island served as the MRF's from the column and work its way around to the rear of
for the duration of the war. objective and set up a blocking force. This was also
times done by helicopters instead of boats.
Then the main assault rifle company would disembark and
a Navy element, called River Assault attack with monitor and assault support gunboats
One. Their mission was to provide transportation them from the riverside with intense firepower. This wo
security for an infantry unit up the Mekong River drive the enemy into the waiting blocking force,
Once delivered, the sailors (or 'Squids'. as they and destroying them.
the
1lie

RIVERINE OPERATION - COMPANY ASSAULT


A typiCal riverine operation involved a battalion of two companies afloat and a third, either airmobile
or mechanised. The waterborne companies would land as shown below, as the third set up a blocking
force behind the landings. The assault companies would then drive the enem·y into the blocking force,
destroyir:g them from both sides.
RIVER ASSAULT RIVER ASSAULT RIVER ASSAULT RIVER ASSAULT

.............. ..............
DIVISION 91 DIVISION 92 DIVISION 111 DIVISION 112

................ ........ ........


1x CCB Monitor

3x Monitor
1x CCB Monitor

2x Monitor
1x CCB Monitor

3x Monitor
1x CCB Monitor

2xMonitor

~~ ~

ZIPPOS , ZIPPOS
boats combine excellent mobility, tremendous
and good protection for the infantry. The boats Like land vehicles, boats have varying speeds between
much like land vehicles, using the Mekong Delta's different types. Light PBRs are fast, skimming across
as their highways deep into enemy-held territory. river at breakneck speeds, while the slower ATCs move
such, they operate like vehicles in Flames Of War. position and bring their firepower to bear against the

Boats are moved like any other team. However, a boat's


movement must begin and end within the same water
feature and may never leave the water at any point along

riverine boats are heavily armed and well-crewed. Their Monitors, ATCs, and CCBs were protected by bar
is to support the troops on the ground, often engaging which was a steel frame with many spaced-out slats
targets all the while on the move. along the length of the hull and cabin. This was
to defeat rocket-propelled grenades and recoilless
Boat teams may fire all main guns and machine-guns at by detonating them away from the hull of the boat,
the same time, at either the same platoon or different enemy reducing their effectiveness.
platoons.
When a Boat that is protected by Bar Armour is hit by
All weapons that may Shoot do so at their full Rap, even if
a weapon (other than during an Artillery Bombardment)
the boat team has moved.
with a Firepower of 4+, 5+, or 6 by shooting and foils its
Armour Save, roll a special 4+ Bar Armour save:
OOTING AT BOATS
• if the save is successful, the Bar Armour protects the
slow moving boat in the water presents a good target for
Boat from the shot.
fire .
• if the save is not successful, the shot penetrated the
armour as normal.
Each boat is equipped with several M60 machine-guns
40mm Grenade launchers that the crew can use in an
gency to fend off any would-be attackers.

Boat teams may never launch an Assault, however they may A Self-defence MG may not shoot, it is purely defensive.
Counterattack. Boat teams do not Charge into Contact if
In assault combat, if a hit from an Infantry or Gun team
they Counterattack. They remain where they are and Roll
is allocated to a Boat team with an Self-defence MG, the
to hit against enemy teams within 2"/5cm.
team that scored the hit must take another Skill Test.

• Ifthey pass the second Skill Test, the assaulting team gets
past the machine-gun to hit the Boat team and the Boat
must take an Armour Save as normal.

• Otherwise, the machine-gun has stopped the assaulting


team and they fail to score a hit against the Boat team.

but not impossible, to destroy. Patrol boats, such as the PBR Mk.II, are relatively
damaged boats are recoverable, bur will require ble, compared to the heavier assault boats. They can
work to refloat them, al the while exposed to be lifted by helicopter and repaired safely back at base.
and mortar fire. Losing one outright represents a
,1!','1111C.d'1l loss in materiel. Nationalist players gain one Battle point for every two PBR
Mk. II boats Destroyed.
Nationalist players gain one Battle point for each Wrecked
Remember that this is in addition to points earned for each
or Destroyed Assault Boat.
platoon Destroyed.
Remember that this is in addition to points earned for
each platoon Destroyed and that each Assault Boat is also
a separate platoon. So, for example, if a Nationalist player
Destroys one Monitor and Wrecks an ATe, that player
will gain three Battle Points, one each for the Wrecked and
Destroyed assault boats, and one more for the Destroyed
Monitor platoon.
boats were designed to absorb a lot of damage and
going. They were exceptionally resilient to small calibre
MOVEMENT
and relatively well-protected from recoilless and MG BOGGING DOWN
Assault boats can sometimes push through obstacles, such
Flames OfWar, most riverine craft are Assault Boats and use as sand bars, however sometimes they can get hung up
rules below in addition to the Riverine Boat Rules rules on beached.
8 and 9.
When an Assault Boat would become Bogged Down it is
Damaged and receives a Damage marker instead.

an assault boat is not destroyed outright by a hit, its If an assault boat took serious damage, the crew
can defend themselves at the same time as repairing the attempt to beach the craft and save its passengers rather
to get it back into the fight. have it sink in the river and become a navigational hazard.

When an Assault Boat would become Bailed Out, imme- If an Assault Boat is Destroyed, it immediately Beaches
diately roll a second Firepower Test for the shooting team. Under Fire. Move the boat to any riverbank no further
away than the Assault Boat's normal movement so that its
• If successful,
the a solid hit is scored and the Assault bow touches the riverbank.
Boat is Damaged and receives a Damage marker.
Every passenger team aboard the boat must pass a 3+ Save
• Otherwise, the hit was minor and the Bailed Out result or be immediately Destroyed. They must then immediate-
is ignored. ly Dismount. If there is no room for a Passenger team to
dismount, it is Destroyed.
Once Beached, the boat is Wrecked (see page 11) and all
boats are lmilt to absorb a tremendous amount of Platoons that Dismount from it are Pinned Down.
and keep fighting.

If an Assault Boat is Destroyed by Shooting or an Artillery


Bombardment, it is Damaged rather than Destroyed. Place
a Damage marker on the Assault Boat.
. If (m Assault Boat needs to take multiple saves from an
each save {n turn, applying
REPAIRING DAMAGED ASSAULT BOATS
Even while damaged, an assault boat is a dangerous beast. Assault boat crews are trained in damage control and
together with the boat's engineer to repair damage.
An Assault Boat that has one Damage marker can still
move, shoot, and ifassaulted, fight. During the Starting Step, when you would roll to Remount
Bailed Out Vehicles, roll a Skill Test for each Damage
marker on each Assault Boat:

design of an assault boat is rugged and difficult for the • If the test is successful, the crew repairs their boat.
to destroy in combat. Remove the Damage marker.

If an Assault Boat that is Damaged becomes Damaged a • If the test fails,


the crew is still struggling to get the boat
working, and you'll have to wait until the start ofyour
second time, it gains a second Damage marker.
next turn to roll again.
An Assault Boat that has two Damage markers cannot
move, but can still shoot, and ifassaulted, fight. If all Damage markers are repaired, the Assault Boat can
now act as normal this turn.
DAMAGED A THIRD TIME
Assault boats are tough, but there is only so much a crew can
before they feel it may be safer to abandon ship.
EFFECT ON
If an Assault Boat that is Damaged twice becomes THE ASSAULT BOAT
Damaged a third time, it immediately Beaches Under Fire
Number of Move Shoot Fight
(see page 10) and then becomes Wrecked (see below).
Markers in Assaults

No Damage ../ ../ ../


disabled assault boat is still a threat, so long as it's crew is 1 Damage
../ ../ ../
to stay and fight. 2 Damage X ../ ../
Wrecked Assqult Boat cannot move or be Repaired,
however it may still shoot, and ifassaulted, fight.
Each time a Wrecked Assault Boat is Damaged again, take
an immediate Motivation Test:

• If the test is passed, the crew remain steadfast and the


Damage result has no effict on ,the boat (do not glace a,
further L/U"'UY<
PBR was the mainstay of Operation Game Warden
did not usually operate with the Mobile Riverine
With fibre-glass hulls, light patrol boats rely on
. Their mission was to interdict illicit waterway traffic
acceleration, speed, and manoeuvrability to protect them.
provide intelligence to the navy. Occasionally, this
would overlap with the MRF's mission and the PBR Mk. II boats have a 3+ Vehicle Save as though they
would cooperate. were Recce teams. However, they are not automatically
Destroyed if they foil the save. Instead the opponent must
31' 11" (9.8m) make a Firepower Test to Destroy them, otherwise the boat
11' 7" (3.5m) escapes unharmed.
2' (60cm)
16000lb (7.25tonnes)
28 knots (52km/h)
4

Armored Support Patrol Boat (ASPB) were known MINESWEEPER


Alpha boats, owing to the A-designation on their hull
The ASPB's position was at the head
. These were the only boat in the MRF purpose-
minesweeping and defusing booby traps.
for the riverine mission. They entered service in
1967 and became known as the Brown Water Booby Traps cannot be placed under other friendly boats
"destroyer". Each river division could rely on eight within 12''/30cm of the stern (rear) an ASPB. However,
they may be placed under an ASPB instead.
Monitors were equipped with a pair of M10-8 Zippo
and the mortar pit was replaced with a 1350-gallon
Each river division had a Command and Control
140 litre) tank (compared to the 200-gallon tank in an
(CCB), which was a modified monitor. The boat served
132 Zippo half-track!).
-,
These were given the designation
the Navy's division HQ and the Army's battalion HQ
the battle and coordinated the efforts of the assault from
command bunker in the middle of the boat.

Zippo's main job, nicknamed "Sunday Special", was to CCB OBSERVER


away foliage and hidden bunkers ahead of the main
The Command and Control Boat is the
They had enough fuel to burn for 225 seconds. With
headquarters for the river force column.
expended, there was a refueller boat nearby to top them
and get them back into action quickly. A CCB Monitor boat can act as a Spotting team without
any penalties for any US Artillery Bombardments, even if
Unlike normal flame vehicles, Zippo Monitor boats ignore the CCB Monitor has moved in the Movement Step.
the One-use Weapon rule (page 198 of the rulebook).
Armored Troop Carrier (ATC) was a rebuilt LCT-6(M). on board and a small medical staff. Other ATC(H)s were
ATC served as the MRF's primary transport and support equipped with massive tanks filled with aviation fuel and
It could carry a full rifle platoon, a single artillery ammunition to resupply gunships.
or a single transport, such as an M 113 tracked vehi~le.
However, experience in-country led to upgrading most
as a Tango boat, due to the T-designation on their
of the ATCs with the helicopter pad so that troops cbuld
numbers. A river division had up to 13 ATCs available
receive supplies from UH-l Huey helicopters. The
move a battalions of infantry up river.
also served as overhead protection against mortars and falling
a few of the ATCs were fitted with a helipad over the debris. The ATC(H) were known as the "world's smallest
compartment to serve as a medevac boat. Designated

HELIPAD
ATC was designed to not only deliver infantry onto the The ATC(H)'s helipad allows helicopter support to resupply
bank, but also to support them with firepower. the troops and evacuate the wounded during the battle.

ATC and A TC(H) boats are Tank teams. However, each The flight deck of an ATC(H) counts as an Landing Zone
boat can carry up to 15 Infantry and Man-packed Gun Objective that can hold up to one helicopter team.
teams as Passengers as if it was a Transport team.
A team that is in contact with an A TC(H) is also in contact
If the ATC and ATC(H) boats are Pinned Down, their with a Medevac Slick landed on that ATC(H):' helipad.
Passenger teams are also Pinned Down.
AID BOAT
The aid boat was essentially a floating hospital. It carried
large medical staff and even had a surgeon on board. All
boats were equipped with a helipad for dustoff OtJL1dLlOJll'
to evacuate the most critically wounded. The aid boat alsQ
provided the transportation for the battalion scouts. .

Medic teams may use their Saving the Wounded rule while
mounted in an A TC(H) Aid Boat.
Canvas Canopies and Highlight - Upper Hull Highlight
Plastic Turret Covers 1:3 Dry Dust (364) & • Heer Green (340) 1:3 Dry Dust (364) &
Battledress Brown (325) Batrledress Brown (325) Heer Green (340)

Riverine craft were to be painted in US Marine Corps '


(FS34052). However, this was not strictly enforced
many different colours appeared on the riverine craft
photo below).

were posi-
tioned on both sides of the bow, across
stern, and over the top of a canvas cover. The
character identified the type of boat:
= Alpha Boat (ASPB)
= Charlie Boat (CCB Monitor)
= Mike Boat (Monitor)
= Tango Boat (ATC)
= Zippo Boat (Zip po Monitor)

second character identified which River Assault


(RAD) it belonged to:
1 = River Assault Division 91
,92= River Assault Division 92
111 = River Assati~t Division 111
12 = River Assault Division 112
third character identified the boat's unique number
. its unit. For example: T-91-6 can be identified as the
ATC in RAD 91 (usually referred to as "Tango Six" in
radio chatter).

avy SEALs had a great deal of leeway with their uniforms


that they could better accomplish their mission. Many
the Tigerstripe camouflage uniform typical of special
in Vietnam. Many SEALs wore denim jeans due to
hard-wearing in the damp battlefields of the Mekong.
gear was always soft (never helmets) and varied greatly,
as bandanas, berets, or boonie hats.
painted their faces in camouflage colours to blend
the surroundings. This earned them their nickname by
enemy: "Men with Green Faces".

The Navy Seawolves received several old UH-1B


gunships from the Army. These were initially painted in
standard Army flat green drab, but later some were
or partially repainted in semi-gloss navy blue .


- Highlight A- Army
3:1 Luftwaffe Blue (XX) • Sherman Drab (321)
& Heer Green (340)
ARTILLERY

~
Field Artillery Battery ~
(Riverine)

~
Field Artillery Battery ~
(Riverine)
MOTIVATION AND SKILL
The Mobile Riverine Force arrived in Vietnam in early 1967. The force eased into combat
with small actions, quickly adapting itself to its unique battlefield. When the force was
finally committed in full it was highly trained and well motivated to complete its mission
US Army and Navy platoons are rated as Confident Veteran.

RIVER ASSAULT FORCE SPECIAL RULES


A River Assault Force uses all ofthe Free World and US special rules found in Tour of Duty and the Pocket Guide to Vietnam.
In addition, it also uses the Riverine Boat special rules on pages 8 to 14.

ltt lt1
.
Company Command
M16 Rifle team
'.
2iC Command

.
M16 Rifle team

boats use the CCB Observer rule on


RIVER ASSAULT DIVISION HQ
RJVE~ AS?AUL ~ FORCE ~Q
-NAVY COOPERATION
The Mobile Riverine Force (MRF) combined the
. riverine assault force was jointly commanded by the US
2 nd Brigade, 9 th Infantry D ivision, with the Navy's
and the US Army. The Navy commanded the force
Force 117. An Army battalion would be paired up with
it was embarked and on patrol, with the Army com-
Navy river assault division. From that point the
taking over once the ground battle was underway.
would be task-organised, usually based on the better part
The Company Command and 2iC Command M 16 Rifle a rifle company.
teams from the Rifle Company (Riverine) HQ ride in any The first elements arrived in 1967 and quickly became
of the force's ATC or A TC(H) Boats. example that led others in adaptation and versatility.
A CCB Monitor from the River Assault Division HQ of the biggest initial concerns for this force was about
operates independently from the Rifle Company (Riverine) joint command, but th(,': MRF overcame these worries
HQ as its own Boat Platoon.
LIEUTENANT
LIEUTENANT

l'ti
Comma nd M16 Rifle team

• •

1'1\1 l\1~
M16 Rifle team M16 Rifl e team

"\1\1
. '.
M16 Rifle team

~;..~~;..~
M60 LMG M60 LMG
Armored Troop Carriers and Rifle Platoons operate as M16 Rifle team team team
separate platoons, each with their own Command team.
"\\1~
. '.
M16 Rifl e team
ATC and ATC(H) boats use the ATe Passengers rule on
page 14.
RIFLE PLATOON
In addition, ATC(H) boats use the Helipad rule on page 14.
LIEUTENANT (JG)

2 nd Brigade, 9 th Infantry Division, was assigned to the


Riverine Force. Known as the "Grunts" by Navy
<::l>UllllCi (who were in turn referred to as "Squids" by Army

, the foot soldiers were the MRF's assault force, with

force's ATCs, or "Tango boats", found their landing site Command ATC
bunched together to disembark their troops . This put
ARMORED TROOP CARRIER
of the men on the shore with a high concentration of
rPf",,,,,pr from both their platoon weapons and those of the RIFLE PLATOON
, ,- "
(RIVERINE)
~ ~ ,~

Once disembarked, they worked together to search


destroy the enemy.
Monitors operate as separate platoons, each with their own LIEUTENANT (JG)
Command team.

nitors are a class of naval warships that are relatively


and lightly armoured, but carry a massive amount of
firepower. The riverine force's monitors were based on the
.A TC, but the troop compartment was replaced with a wide
. bow. It was armed with a 40mm Bofors cannon in a large
turret and an S1mm mortar in a central pit. The pilot house MONITOR
and turret layout were the same as the ATe's. however it MONITOR BOATS
armed with three Mk 16 20mm turrets to add more
boats were known as the MRF's "battleship"
,

200 points
100 points

Comma nd ASPB
ASPB boats operate as separate platoons, each with their ,:
own Command team. LIEUTENANT (JG)

ASPB boats use the Minesweeper rule on page 12.

ASPB had the unenviable responsibility of leading the


column patrol because of its radar equipment and reasonable
Comma nd ASPB
resistance to underwater mines. The "Alpha boats" were built
.uU.L<""", with layered armour plates spaced by styrofoam to
them virtually unsinkable. Two turrets were placed LIEUTENANT (JG)
th excellent fields of fire and a mortar pit was emplaced
the stern.
vV.1HI-"<lH.U to the ATC and the Monitors, the ASPB was fast
The Aid Boat is the Scout Platoon's transport. Treat the two
as one platoon for the purposes ofReserves and Deployment.
Otherwise, the Scout Platoon operates independently from
the Aid Boat as its own platoon.

An ATC(H) Aid Boat uses the ATe Passengers, Helipad


and Aid Boat rules on page 14.

aid boat was essentially a floating hospital. It carried a


medical staff and even had a surgeon on board. All aid
were equipped with a helipad for dustoff operations to
the most critically wounded.
scout platoon used the Aid Boat to join in the fight. II

battle was "joined, they either secured the flank or


~ttl l}i\ '

for enemy's reserves and reinforcements. r\~lG H!f18 teZHTl M16 Rifle te8n! I
..«.lU't.lIt.1.1----------~
--~

Monitor boats use the Sunday Special rule on

monitors were converted into Zippo monitors by replac-


the mortar pit with a massive 1350-gallon (5140-litre)
ZIPPO MONITOR
fuel tank and two M 10-8 flame guns mounted aft '~_ _" _ _ _II!II
40mm turret. ZIPPO BOATS ·
Command Observe r OH-6
M16 Rifle team he li copter
2 M29 81mm

4 M30 4.2in 145 points , ,


2 M30 4.2in 75 points
................ '

~;tt;tt ~;tt;tt
Morta r Mortar

battalion's mortars were mounted on barges, which were ~;tt;tt ~;tt;tt


then towed by the patrol up river and moored to a nearby Mortar Mortar
riverbank to support the a'ssault. ~.'.i.' eR'I_ ~.t.i.' eu'!_

Mortar Platoons use the Fire Support Base special rule


found on page 92 of Tour Of Duty or page 1 of Pocket
Guide to Vietnam.

Command M16 Rifle team


e e

t}l~
M16 Rifle team M16 Rifle team

t}l~
M16 Rifle team
"l1}1
M16 Rifle team

e '. e '.

ALWAYS AIRMOBILE ~i.~


M16 Rifle team M60 LMG team
A Rifle Platoon (Airmobile) comes with four UH-ID Slick
helicopters at no additional cost. These helicopters land the "l}1~ ~i.~
platoon then leave the game. M16 Rifle team M60 LMG team

Adding an Aviation Section means that the Slicks can e '. "e e'.
return in subsequent turns to pick up and drop offthe Rifle .' .
Platoon (Airmobile).

2 nd Brigade retained the ability to airlift its platoons


r
battle. This gave them tactical Bexibility and offered the
ability to rapidly deploy reinforcements.
common mission for the MRF was to locate and destroy ,I f-l I) s;" UH 1) ')1' h
enemy encampments and strongpoints along the river. For '-- WAtJtkjiC.'§l.itiiC·'ta_------'
this job they developed a unique strategy. Half of the assault
would leave in the assault boats and hit the enemy from
front. The other half was landed by Huey Slicks behind
enemy and set up a blocking force . The river-based troops
pushed the enemy into the waiting ambush setup by
airmobile element, springing the lethal trap to utterly
the enemy force.
Command MG team

• •

~-t}1
MG team
\.

. '.
Ml13

. '.
Ml13

, ,RIFLE
-
PLATOON
-
(MECH)
'" ""
" ~

" ,

~t1 ~r-It jJi-t


Command Staff team Observer OH-6
M16 Rifle team helicopter
245 points
...,::1•• (.
I
130 , ,

~
Ml02105mm howitzer
~
M102 105mm howitzer
2 nd Brigade was supported by the Battalion,
3'd

~ ~
Artillery (l05mm Howitzer, Towed, Riverine), This
n was unique in that it was equipped with MI02
Ml02 105mm howitzer Ml02105mm howitzer
air-portable howitzers mounted on purpose-built
They could be towed to the battlefield where they
moored a safe distance from the battle to open fire on ~
M102105mm howitzer
~
M102 105mm howitzer
enemy in support of the MRF assault.

Field Artillery Batteries (Riverine) use the Fire Support


• •
Base special rule found on page 92 ojTour Of Duty or page
1 o/Pocket Guide to Vietnam.
US Army aVIation units supported the riverine
An Aeroweapons Platoon is rated Fearless Veteran.
whenever possible. Agile "Pink teams" (a mixed flight of
·id~·ii··ih@I· OH-6 scout helicopter and a Huey gunship) were
ally well suited to support the MRF.

LIEUTENANT

Observer He licopter
C&C HELICOPTER
C&C HELICOPTER
observers often fly in the C&C helicopter. ~- ...... -'" '"
-"

The Mekong Delta is a very flat expanse. With virtually


An Observer UH-J D 'Chuck Chuck' or Observer OH-6 is high ground, it was difficult to see over the jungle
an Independent team and can act as the Spotting team for the riverbanks. Battalion commanders and artillery 0
any US Artillery Bombardment. took to the sky in OH-6 or UH-l helicopters in order
gain excellent vantage points.

LIEUTENANT

helicopters were essential to survival in Vietnam. Medevac UH -l 0 Slick


could access remote areas of the battlefield to airlift . •
'---~ MEDEVAC DUSTOFF .
.,,. tt .., ~ .,~
200 points
One PBR Patrol with:
Command PBR Mk II PBR Mk II
2 PBR Mk II 100 points
1 PBR MkII 50 points
CHIEF PETIY OFFICER

PER Mk. II boats use the River Raiders rule on page 12. Comma nd PBR Mk II

boats, like the PBR Mk II, were a common and iconic


PATROL BOATS
on the Mekong Delta. The PBR Beet was a part of
Game Warden, whose mission was to patrol the The PBR was immortalised in the popular film Apocolypse
and interdict communist supplies along the waterway. Now as Captain Benjamin Willard wound his way up
their mission overlapped with the MRF's and in search of the deranged Colonel Walter Kurtz.
two worked together.

LIEUTENANT UG)

Command UH-l B Hog UH- 1B Hog


, SEAWOLF PLATOON
the PBRs, the Seawolf contingent usually supported
Operation Game Warden. However, they were readily on
for operating with the MRF to offer close air support.
A SeawolfPlatoon is rated Fearless Veteran.
pilots were all volunteers and were exceptionally well
They performed amazing feats in support of the -i'M-U··ii-UU-
Brown Water Navy, including one case where a pilot per-
formed an improvised Dustoff mission to evacuate wounded
from a damaged patrol boat!
l'l
Command SEAL team

• •

t1
SEAL team
A SEAL Platoon with one SEAL Squad is on a recon
mission and is a Reconnaissance Platoon.
SEAL team
A SEAL Platoon with two SEAL Squads is on an assault
mission and is not a Reconnaissance Platoon.
t~
SEAL team
To their opponents, the Navy SEALs (Sea, Air, and Land) were
as the "Men with Green Faces", owing to their camou-
flage face paint. They come silently at night to steal away polit-
leaders, collect intel, destroy supplies, and then disappear.
usually patrolled on their own, but they did sometimes A SEAL Platoon is rated Fearless Veteran.
with larger forces for major operations. Typical patrols
seven men and a South Vietnamese interpreter, but the
-it1ij'U··1i ij@§-
platoon could be deployed if a big mission came up.

,SEAL teams are tactically very flexible and prepared for their The SEALs (Sea, Air, and Land) used many methods
difficult and challenging missions. get behind enemy lines, including specialised SEAL
Alpha boats, and lift helicopter.
If the Platoon Command team of a SEAL Platoon is
Destroyed, immediately appoint another team in the At the start of the game before Deployment you may choose
platoon as the new Platoon Command team. the method ofinserting your SEAL Platoon into the battle-
field from one of the following three options:
By Sea: A PBR Mk II may carry up to four teams from a
teams were well armed with the unique Stoner 63, SEAL Platoon as passengers.
an advanced modular weapon that could be configured to
specific mission requirements. They also had shotguns, By Air: Add a UH-1 D 'Slick' to your SEAL Platoon at no
16s, M60s, and other conventional weapons available. cost. This Slick does not need to land near Landing Zone
Objectives to embark or disembark its passengers.
A SEAL Platoon is unusual in that the composition of the
By Land: This SEAL Platoon has been covertly inserted
platoon can change from game to game. At the start ofthe game
under the cover of darkness. This platoon is not Deployed
before Deployment you may replace SEAL teams as follows.
at the same time as other platoons. Instead, it arrives along
Replace up to one SEAL team in each squad with: any table edge at the beginning of your first turn at the
• a Shotgun team same time as Reserves.

• an M79 Grenade Launcher team


UOT TRAINING
• anMG team
SEALs receive the same training as the famous UnnpnXT~l'"
Replace any or all remaining SEAL Teams with M 16 Rifle Demolition Teams (UDT) and are qualified in U<:1l1LIlIL.1UIJ
teams. and diving. They are further trained in parachuting,
techniques in all manner of harsh conditions, and pushed
You must choose the composition ofyour SEAL Platoon for
their psychological limits. This makes them the US
each game before deployment begins.
elite soldiers.

Teams in a SEAL Platoon count as Pioneer teams when at-


SEAL squad usually had an Ithaca Model 37 12-gauge tempting to cross or gap Barbed Wire or assaulting Bunkers.
tgun at point to deal with any sudden surprises.
In addition, teams in a SEAL Platoon are Mountaineers
If thereare no enemy Tank teams within 2"/5cm of a (see page 61 of the rulebook).
Shotgun team, the Shotgun team hits on a 2+ in Assaults.
US Navy's ground-attack aircraft were always available
MRF operations. Their added firepower could reach the
When committed to a battle, Skyraiders stayed on
the boats couldn't and also interdict enemy reserves,
for as long as their fuel and payload lasted, which could be
to isolate the battlefield.
very long time. This made them an essential weapon that
ground commander could rely on.
Skyraider was a rugged design, dating back to the end
An A-IH Skyraider (On Station) is not an Aircraft.
II. The aircraft could take a lot of punishment
Instead, it operates as a Gunship, using all ofthe same rules
keep flying.
as Gunship Helicopters (except for Daisy Chaining).
When Shooting with an A-IH Skyraider (On Station),
you may choose anyone weapon it carries aboard to shoot.
Ignore all other weapons for the remainder of the turn.
Due to the aircraft's speed, only Anti-aircraft weapons (in-
cluding Self-defence Anti-aircraft weapons) may shoot at
an A-I H Skyraider (On Station).
LAU-3 rocket pod contained 192.75" rockets. A typical
could carry two or four pods, giving a Skyraiqer a
amount of forward-firing ordnance.

LAU-3 rocket pods may fire a four-weapon Bombardment


each turn, or empty their tubes in a single Bombardment,
counting as nine weapons firing and use a Devastating
Bombardment Template.
An A-I H Skyraider (On Station) that empties its rocket pods
cannot use its LAU-3 Rocket Pods again until it Rearms.

was the most terrifYing weapon in the Skyraider's


An aircraft could carry two 500lb BLU-32 Napalm
. One successful strike could turn the tide of the battle.

Napalm uses a Double-width Template (J 2 "/30cm by


6"/15cm). Place the narrow end of the Template square to
the rear of the aircraft.
Teams under the Template are hit on a roll of6 Only Fully-
armoured vehicles have any protection against Napalm. If
any other type of vehicle or team is hit by Napalm, it is
automatically Destroyed unless it is in a Building, even if
it is in Bulletproof Cover. A Fully-armoured vehicle hit by
Napalm does not take an Armour Save. Instead, on a roll of
5 + the vehicle is Bailed Out. Otherwise, the crew are fine.
An A-IH Skyraider (On Station) that drops its napalm
cannot use its BLU-32 Napalm again until it Rearms.

M47 white phosphorus (or 'Willie Pete') bomb was


to provide a smoke screen for troops on the ground.

'Willie Pete' bombs use a Double-width Template


(J2"/30cm by 6"/15cm). Place the narrow end of the
Template square to the rear of the aircraft.
Teams under the Template cannot be Hit by this weapon.
Instead, place a Smoke Screen (see page 137 ofthe rulebook)
filling the area under the Template.

often carried several SUU-14/A Submunitions


<nf'n<pr< each holding hundreds of small anti-personnel
JVI11UJLC;t> to scatter over a large area of the battlefield.

Cluster bombs use a Double-width Template (J 2 "/30cm by


6"/15cm). Place the narrow end of the Template square to
the rear of the aircraft.

SUU-ll1A pod housed a standard M134 mini gun with


500 rounds of delinked ammunition. This greatly added to
Skyraider's impressive arsenal.

An A-IH Skyraider (On Station) may fire its SSU-ll/A


Minigun pods at the same time as its M3 20mm MGs.
+30 points
+30 points
+30 points

older, but robust, A- I H Skyraider carried an impressive


of firepower to the battlefield; roughly equivalent to
War II B-17 bomber! The ability of the Skyraider
on station for extended periods of time made them
"

.\ ,-
c'

ORDNANCE GUIDE
~ SUU-I11A minigun pod
'D LAU-3 rocket pods
~ SUU-14/A bomblet dispenser
IV AN-M64 500lb bombs

A-1 H Skyraider
'--- shown at
Anti-reflective Surface & '\100%
Walk Strip: Black (300)
Light Gull Grey (FS16622) Aircraft White
Whitewash (FS17875)
White (301)

US Navy used a full gloss


on their aircraft to help
Mobility Front Top Equipment and Notes
Range ROF Anti-tank Firepower

T SUPPORT PATROL BOATS


Standard Tank 1 1 2 Assault boat, Minesweeper, Self-defence MG.
16''/40cm 5 4 5+ Deck turret.
16''/40cm 4 5 5+ 360-degree turret.
24 ''/60cm 2 2 3+ Deck turret, Smoke.

Slow Tank 0 0 2 Assault boat, Bar-armour, Artillery observer,


Self-defence MG.
Two Mk 16 20mm gun 16''/40cm 4 (each) 5 5+ Deck turret.
Mk 16 20mm gun 16',/40cm 4 5 5+ 360-degree turret.
Mk340mmgun 24',/60cm 4 6 4+ Deck turret.
with Mk 19 40mm Grenade MG 16',/40cm 4 3 4+ Deck turret.
Slow Tank 0 0 2 Assaulr boat, Bar-armour, Self-defence MG.
TwoMk 1620mmgun 16''/40cm 4 (each) 5 5+ Deck turret.
Mk 16 20mm gun 16',/40cm 4 5 5+ 360-degree turret.
Mk 2 81mm mortar 24 ''/60cm 2 2 3+ Deck turret, Smoke.
Mk340mmgun 24 ''/60cm 4 6 4+ Deck turret.
with Mk 1940mm Grenade MG 16',/40cm 4 3 4+ Deck turret.
Zippo Moniror Slow Tank 0 0 2 Assault boat, Bar-armour, Self-defence MG.
Two Mk 16 20mm gun 16',/40cm 4 (each) 5 5+ Deck turret.
Mk 1620mmgun 16',/40cm 4 5 5+ 360-degree turret.
Two MJO-8 flame-thrower 6',/15cm 3 (each) 5+ Flame-thrower, Side-mounted.
Mk340mmgun 24',/60cm 4 6 4+ Deck turret.
with Mk 19 40mm Grenade MG 16',/40cm 4 3 4+ Deck turret.

D TROOP CARRIERS
Slow Tank 0 0 0 Assault boat, Bar-armour, Self-defence MG.
16',/40cm 3 (each) 4 5+ Deck turret.
16''/40cm 4 5 5+ 360-degree turret.
16''/40cm 4 3 4+ Deck turret.
Slow Tank 0 0 2 Assault boat, Bar-armour, Helipad, Self-defence MG.
Two M2 .50cal MG 16',/40cm 3 (each) 4 5+ Deck turret.
Mk 16 20mm gun 16''/40cm 4 5 5+ 360-degree turret.
withMk 1940mm GrenadeMG 16',/40cm 4 3 4+ Deck turret.
ATC(H) Aid Boat Slow Tank 0 0 2 Aid Boat, Assault boat, Bar-armour, Helipad,
Self-defence MG.
Two M2 .50cal MG 16',/40cm 3 (each) 4 5+ Deck turret.
Mk 16 20mm gun 16''/40cm 4 5 5+ 360-degree turret.

ATROl BOATS, RIVERINE


Light Tank Self-defence MG.
16''/40cm 5 4 5+ Deck turret.
16''/40cm 4 5 5+ Deck turret.
Armour
Mobility Front Side Top Notes
Range ROF Anti-tank Firepower

UT AND OBSERVATION HELICOPTERS


Scout
16"/40cm 3 2 6 Side mounted.
16',/40cm 6 2 6 Hull mounted.
UH-ID 'Chuck Chuck'
Observation

Slick Carries three Passengers.


16',/40cm 3 2 6 Side mounted.
Medevac Slick Carries three Passengers.

Gunship
16''/40cm 3 2 6 Side mounted.
16',/40cm 8 2 6 Hull mounted.
24',/60cm 4 4+ 14 tubes, One use.

IG Hueycobra Gunship
134 minigun MG 16',/40cm 6 2 6 Chin turret, Cannot fire with M 129 grenade launcher.
129 grenade launcher MG 16',/40cm 4 3 4+ Chin turret, Cannot be fired with M134 machine-gun.
M200 and M157 rocket launcher 24',/60cm 4 4+ 52 tubes.
AH-I G Garling Cobra Gunship
M134 minigun MG 16',/40cm 6 2 6 Chin turret, Cannot fire with M129 grenade launcher.
M129 grenade launcher MG 16"/40cm 4 3 4+ Chin turret, Cannot be fired with M134 machine-gun.
M19520mmMG 24',/60cm 5 5 5+ Hull mounted.
24 ''/60cm 4 4+ 14 tubes, One use.

STATION AIRCRAFT
AI-H Skyraider (On Station) Gunship Flying tank, On station.
M320mmMGs 24',/60cm 4 8 5+ Hull mounted.
AN-M64 Bombs 4''/10cm 5 1+ 4-gun Bombardment.
using LAU-3 Rocket pods 6''/15cm 4 4+ Optional.
using BLU-32 Napalm canisters 6',/15cm Optional, One use.
using AN-M47 'Willie Pete' bombs 6''/15cm Optional, Smoke bombardment.
using SUU-14/A Bomblet dispensers 6 ''/15cm 3 5+ Optional.
using SUU-11/A Minigun pods 24',/60cm 6 2 6 Optional, Hull mounted. May fire with M3 20mm MGs.

Mobility Front Top Notes


Range ROF Anti-tank Firepower

OURED PERSONNEL CARRIERS


Light Tank 2 2 0 Amphibious, Carries three Passengers, Wide tracks.
16',/40cm 3 4 5+
16',/40cm 3 2 6 Side mounted, Passenger fired.
13 with M40 106mm recoilless Light Tank 2 2 0 Amphibious, Carries three Passengers, Wide tracks .
calMG 16',/40cm 3 4 5+
MG 16',/40cm 3 2 6 Side mounted, Passenger fired.
32',/80cm 14 2+ Hull mounted, Beehive, Breakthrough gun, Passenger-fired,
Recoilless gun, Spotting rifle.
Ml13 with MI34 minigun Light Tank 2 2 0 Amphibious, Carries three Passengers, Wide tracks.
M134 minigun MG 16''/40cm 6 2 6
.50ca1MG 16',/40cm 3 4 5+ Side mounted, Passenger fired.
M60MG 16',/40cm 3 2 6 Side mounted, Passenger fired.

EHICLE MACHINE-GUNS
16',/40cm 3 2 6 ROF 1 if other weapons fire.
16',/40cm 3 4 5+ ROF 1 if other weapons fire.
Range ROF Anti-tank Firepower Notes
12"/30cm 2 6 Add one die in Defensive Fire.
I2"/30cm 1 11 5+ Tank Assault 5.
16"/40cm 3 2 6 ROF 2 when Pinned Down, Add one die in Defensive
I2'!30cm 11 5+ Tank Assault 5.
8"/20cm 3 6 Full ROF when moving, Add one die in D efensive Fire.
I2'!30cm 1 11 5+ Tank Assault 5.
4"/10cm 2 6 Full ROF when moving, Add one die in Defensive Fire,
Hits on 2+ in Assaults.
12'!30cm 1 11 5+ Tank Assault 5.
16"/40cm 3 4+ Add one die in Defensive Fire.
12"/30cm 13 3+ Beehive, Recoilless Gun, Tank Assault 5.
12"/30cm 2 6 Moves as a Heavy Gun team, Add one die in Defensive
Fire.
Medic, Moves as a Heavy Gun team.

Mobility Range ROF Firepower Notes


Man-packed 16"/40cm 5 2 6 ROF 2 when Pinned Down or moving.
Light 64"1l60cm 3 4+ Smoke bombardment.
Heavy 24"/60cm 9 2+ Beehive, Breakthrough gun, Smoke.
72'!180cm 4 4+ Smoke bombardment.

Weapon To Hit Anti-tank Firepower Notes


Cannon 3+ 8 5+ Flying tank.
Bombs 4+ 5 1+
using Rockets 2+ 4 4+ Optional.
using Napalm 6 Optional, BLU-32 Napalm can isters.
using WP bombs Optional. M47 Willie Pete bombs.
using Bomblets 3+ 3 5+ Optional, SUU-14/A Bomblet Dispensers.

Cannon 3+ 8 5+ Fast mover.


Bombs 4+ 5 1+
using Rockets 2+ 4 4+ Optional.
using Napalm 6 Optional, BLU-32 Napalm canisters.
using WP bombs Optional. M47 Willie Pete bombs.
using Bomblets 3+ 3 5+ Optional, SUU-14/A Bomblet Dispensers.
superior
American firepower, . the
Despite the increasing US presence in the Mekong Delta,
, Nationalist Dia Phuong (Juan
the Vi¢t C(Jng continued to dominate regional politics, 'and
(pronounced dya foo-ung use the waterways as supply routes. This changed with',the
kwun), or Local Forces,
arrival of the US Mobile Riverine Force at Dong Tam in
had an adage: "Grab their
1967 and with the window of opportunity for final victory
belts to fight them!" In
rapidly fading, the Vi¢t C(Jng planned their biggest operation
other words, by getting in
yet. They would gamble it all by putting their full
to the Imperialists, a fighter can overcome the enemy's in and bank on a general uprising against the corrupt
government and its imperialist allies.
A massive build up of supplies from North Vietnam was
moved south on the Ho Chi Minh Trail and smuggled
1954 following the French withdrawal, Vietnam was the cities and major villages of South Vietnam. Vi¢t
into the Democratic Republic of Vietnam (North soldiers infiltrated the cities and waited for the signal.
and the Republic of Vietnam (South Vietnam). battle was to begin during the traditional truce of Tdt,
as the split was being formalised, the north was already Vietnamese New Year, when the enemy would have
. reunification under communist rule by backing guard down.
South Vietnamese movement, National Front for the
of South Vietnam, also known as the National On 30 January, as celebrations were just starting, the
C(Jng struck with its full force, everywhere. Saigon, Hu~,
Sanh, and all of the major cities and regional captials
movement's military arm was the Quan Doi Giai Ph6ng hit hard with attacks. Some resisted, others were overrun. ,
Dan (People's Liberation Armed Forces), more In Saigon, the US embassy was attacked, and the ancient
known by their enemies as Vi¢t C(Jng, or VC; a capital of Hu~ was taken.
of Vi¢t Nam C(Jng-san (Vietnamese communist).
ranks were initially filled with Viet Minh, communists However, the hoped-for general uprising did not materialise,
South Vietnam relocated to the North in 1954, but and the enemy fought back. With the element of surprise
recruits eventually volunteered or were coerced into the now gone, the Vi¢t C(Jng were out gunned. All of the gains
of the Peopl~'s Liberation Armed Forces. won in the early days of the offensive were lost and the
Nationalist forces, mainly Vi¢t C(Jng, were destroyed.

People's War of hit and run guerilla raids, assassinations,


A DEFEAT TURNED VICTORY
brutal attacks caused a great deal of unrest in South Over half of the Nationalist forces were wiped out and the
. Harsh reprisals and apathy for the locals didn't Vi¢t C(Jng never fully recovered. They receded to the country
the remote Saigon government to the population side and reverted to reliable small actions, leaving the North
Vietnamese Army to take over major operations.

all came to a head in 1964 when the Vi¢t C(Jng decided to Despite total military defeat, the Tet Offensive succeeded
from guerrilla attacks to all-out warfare. Supported in securing a major propaganda victory. The US media was ,
I the North and supplied by the Ho Chi Minh Trail through there on the streets recording for history the events of the,
countries of Laos and Cambodia, the Vi¢t C(Jng battle. They saw devastation and brutality, but what is more
full-scale attacks which paralyzed government they saw the raw determination of the Vi¢t C(Jng soldier.
" Only the rapid intervention of US forces stabilized What they saw, so too did the American public. It would be
total collapse. a major turning point in the war.
PAVN provides the local forces with a cadre of experi- One of the big advantages the local forces have is the
troops. Their role is to bring the Vi?! Ci)ng up to speed to blend in with the population. This makes it diffic!llt
and indoctrinate their fighters with patriotic Imperialist and puppet forces to detect ambushes and '
before the local forces are in position, strike, and then
away.
A Vi?! Ci)ng Battalion uses all of the PAVN special rules.
In addition, it also uses the Local Knowledge, Local When a Dia Phuong Quan (Local Force) Company is placed
Ambush, Fade Away, and Resistance Fighters special using Guerrilla Deployment, its teams may be placed closer
rules below. to the enemy than normal. Each team must be placed so
that they are not:
within 12 "/30cm of any enemy team within Line of
forces have ancient knowledge about living in the Sight, unless Concealed by Terrain from it, or
lYl<:KLHllo! and dealing with its challenges. within 4 ''/1 Ocm ofany enemy team, or
within 8 ''/20cm of any enemy Recce teams that is in
Teams from a Vi?! Ci)ng Battalion HQ, Dia Phuong Quan
Line of Sight (apart from Recce teams that are Bogged
(Local Force) Companies (including any teams Combat
Down, Bailed Out, or moved at the Double).
Attached to them), and Resistance teams treat Jungle
Overgrowth and Dense Jungle simply as Difficult Going
(instead of using the normal terrain rules). FADE AWAY
Their ambush completed, local forces used tunnels
escape routes to fade into the population and prepare
another attack.

Normally when a Nationalist company uses the Voluntary


Withdrawal special rule, it looses all Attached and Joined
teams. However, when a Dia Phu'ong Quan (Local Force)
Company passes a Motivation Test using the Voluntary
Withdrawal special rule, all Attached and Joined teams
(less any teams Destroyed in previous turns) return with the
company when using the Guerilla Deployment special rule.
Communist cause has the advantage of the support of
local resistance, be they simply locals who contribute
On the Mekong Delta, the waterways are the arteries
and medicines, or active fighters who scout out imperi-
commerce and travel. The resistance used this route for
and puppet positions and plant bombs. .
ferrying troops and passing information and supplies.
Resistance teams are Independent teams of one or two
Resistance Teams can use Sampans to enter Impassable water
civilian figures on a small base. They are considered as
features, such as rivers. When a Resistance Team moves into
friendly teams by the opposing side.
a water feature, replace it with a Sampan Resistance team.
Resistance teams can be Deployed anywhere on table,
While using a Sampan, a Resistance Team still uses all of
as long as they are 12 ''/30cm away from all table edges,
the Resistance Fighter rules.
12''/30cm away from all other Resistance teams, 6''/15cm
away from all ANZAC teams, and 2''/5cm away from
other Free World teams. MEKONG TRAFFIC
Resistance teams cannot be shot at, nor assaulted. Ifthey are Many waterways are packed with sampans travelling up
within 4 ''/1 Oem of a team that is Charging Into Contact down the river conducting business or perhaps smuggling ...
(whether Assaulting or Counterattacking), they are auto-
Enemy boat teams treat the area within
matically Destroyed.
Sampan Resistance team as Slow Going.
Ifcaught under the template ofan Artillery Bombardment,
they are liable to be hit and Destroyed like any other team,
but they cannot be the Aiming Point for a Bombardment. QUESTIONING RESISTANCE TEAMS
Of course, the imperialists and their puppets are constantly
persecuting the hard-working peasants, making the life
RESISTANCE TEAMS the resistance fraught with danger.
resistance cannot reveal its hand by rushing about, so any
by resistance fighters needs to appear harmless - In the Free World player's Assault Step, a Free World platoon
the buffalo down to the stream for water, bringing that is not Pinned Down and did not shoot may attempt to
from the field, or walking to market. Question and detain Resistance teams instead ofLaunching
an Assault. The platoon rolls a Skill Test for each Resistance
In the Nationalist ,layer's Movement Step, they can roll a team within 4 ''/1 Oem of it.
die for each Resistance team and move it the distance given
in the Resistance Movement Table below. o On a successful Skill Test, the Resistance team is Destroyed.

In the Free World player's Movement Step, they may choose o Otherwise, the Resistance team bluffs its way through the
a single Resistance team and move it in the same manner as inspection and is unharmed.
the Nationalist player. Any teams within 4''/10cm of a Resistance team being
RESISTANCE MOVEMENT TABLE questioned cannot be Gone to Ground.
Distance Moved Independent teams and Helicopters cannot Question
2"/5cm Resistance teams.
resistance members are invaluable in guiding attacking Communist sympathisers keeping their eyes and ears
into place without alerting the enemy. can learn a lot about the enemy plans. A few discrete
and signs allow their soldiers to spot Imperialist IlldlLllllIC;-~llU
In the Nationalist player's Starting Step, instead ofRollingfor
and gun positions and bring them under accurate fire.
Reserves, the Nationalist player may make one attempt (re-
gardless ofthe number ofResistance teams available) to Guide At the start of their Shooting Step the Nationalist player
Reserves. To do so, select a Resistance team and roll a die. can attempt to Reveal Gone to Ground enemy teams or Spot
• On a 4+, replace the Resistance team with the Command for any Artillery Battery with any or all Resistance teams.
team ofa Dia Phu'ang Qudn (Local Force) Company and the Roll a die for each Resistance team attempting to do so.
rest of the company immediately appears foom Guerrilla • On a roll of 4+, the Resistance team can either Reveal
Reserves (with the usual restrictions on distance foom enemy teams using the Eyes and Ears special rule as if
enemy teams) so that they are In Command. Any teams they were a Recce team, or Spot for any Artillery Battery
that cannot meet these restrictions are removed. as if they were its Observer team.
• Otherwise, the Resistance team's efforts were too obvious and • Otherwise, the Resistance team does not succeed, but nor
it is Destroyed before it can guide the reserves into place. does it give itselfaway.

NG OBJECTIVES SHOOTING WITH RESISTANCE


local resistance have spies everywhere, warning them of Some resistance fighters and special agents take a
~)c;JIIUJ.lll'.
imperialist operations. This often allows them to aggressive approach, placing bombs, opening fire with
caches, hide evidence, and spirit away captured pilots chine-guns, and throwing hand grenades. These heroes
before the imperialists and their puppets arrive. the revolution are maligned as terrorists by the

At the end oftheir Starting Step the Nationalist player may 1he Nationalist player can attempt to shoot with any or all
make one attempt (regardless of the number of Resistance Resistance teams at the start oftheir Shooting Step. To do so,
teams available) to Move an Objective (other than the LZ roll a die for each shooting Resistance team.
Objective selected by the Free World player, see page 107).
• On a roll of 4+, the Resistance team can shoot, but is
To do so, select a Resistance team within 8 "/20cm of the
then automatically Destroyed.
Objective and roll a die.
• Otherwise, the Resistance team does not attack, but
• On a roll of 4+, the Objective is moved to the location
neither does it give itselfaway.
of the selected Resistance team, and the Resistance team
is removed.

• Otherwise, the Resistance team is caught in the act and


Destroyed before it can move the Objective.

Once moved, an Objective cannot be moved again.


You must field one platoon from each box shaded black and may field one platoon from each
box shaded grey.

to win, and lmly when success is certain; if it isn't, then


not strike. " - General Vt5 Nguyen Gidp
Local forces were determined to free Vietnam from Saigon's puppet forces, American im-
perialist aggressors, and their Australian vassals. They also recognised the folly of tackling
heavily-armed troops head on and were willing to retreat if necessary. A Vi?t C(jng Battalion
is rated as Confident Trained.

~~f
Company Command
~~f
2iC Command
Rifle team Rifle team
BATIALION HQ
3 Type 57 HMG
2 Type 57 HMG
1 Type 57 HMG +20 points

3 Type 36 57mm recoilless +45 points


2 Type 36 51'mm recoilless +30 points
1 Type 36 57mm recoilless +15 points
HMG Nest
3 Type 53 82mm mortar +45 points
2 Type 53 82mm mortar +30 points ~_~rm::=OI.]§l---=_)
1 Type 53 82mm mortar +15 points

3 Sniper teams +150 points --·rJl~A I

_
2 Sniper teams +100 points TVp p 36 51n~;T1 . yee I

~~-===--= J
L ,,~~~ l\~ll ~~~

Dia Phuong Quan (pronounced dya foo-ung kwun),or The battalion's headquarters oversees the maJonty
Forces, were known as Vi¢t c¢ng, or VC, by their force's precious heavy weapons . They dictate the ~''''X'UC:lll
. The expression Vi¢t C¢ng, a contraction of Vi¢tnam of hidden machine-gun nests, position their medium
scm, (Vietnamese Communist), or alternatively Vi¢t at a safe distance to support the troops, and distribute
C¢ng scm (Communist Traitor to Vietnam), first powerful Type 36 57mm recoilless guns. A careful Udl.LdlJlVU
in Saigon newspapers beginning in 1956, soon commander will use these weapons against an enemy
the creation of the Republic of Vietnam. he knows he can destroy them with sudden and
ing fire, not waste them in protracted gunfights.
Command Rifle team

: . . : . .
Rifle team Rifle team Rifle team Rifle team
t t •••
INFANTRY PLATOON

• •
Phuong Quan (Local Forces) companies are the fighting
jll~ ~l~l ~l~l
Rifle team Rifle team Rifle team

;l~l ;l~l
and women of the People's Liberation Front. They have
trained and indoctrinated by the NVA cadre, a group
Rifle team Rifle team
professional North Vietnamese soldiers. Using their local
and civilian uniforms, they are the masters of hit INFANTRY PLATOON

• •
~~1
Command Rifle team
•.IU.Il.
I
forces set up ambushes for enemy aircraft by placing 1:•• :t.II'
Type 54 12.7mm anti-aircraft machine-guns in a
formation . They three would hold their fire until ~J) ~J) ~)ft)
target was in the centre, then open up with lethal effect. Type 5412.7mm Type 5412.7mm Type 5412.7mm
AAMG AAMG AAMG
ANTI-AIR SECTION

LOCAL FORCES ANTI-AIR


..... """ - -" .
COMPANY
. .,..,,,,, .
I~• • :(II.

l~ r-)~tl ~t
5 Resistance teams Resistance Resistance Resistance
Team Team Team
4 Resistance teams 100 points
3 Resistance teams 75 points r-)~t l~ r-)~t
2 Resistance teams 50 points Resistance Resistance Resistance
Team Team Team
1 Resistance team 25 points
SPECIAL AGENTS
LOCAL RESISTANCE
Resistance teams use the Local Knowledge andResistance
Any man, woman, or child of the local population could
Fighters special rules on pages 36 and 37.
working for the resistance, reporting on enemy movements,
providing false information, and sniping at the enemy.

FORTIFICATION
8 Booby Traps

w~~~
7 Booby Traps 70 points
6 Booby Traps 60 points
5 Booby Traps 50 points
Booby Trap Booby Trap Booby Trap Booby Trap
4 Booby Traps 40 points
3 Booby Traps
2 Booby Traps
30 points
20 points ~mm~
l:iIJ W
Booby Trap Booby Trap
D
Booby Trap
LJ
Booby Trap
Booby Traps use the Booby Traps special rules on page 71 BOOBY TRAPS
o/Tour of Duty, or page 40 o/Pocket Guide to Vietnam.

1 Minefield

Minefields use the Minefields special rules on page 71 0/


Tour of Duty or page 40 o/Pocket Guide to Vietnam.
Command AK47 Assau lt Rifle team

. : . • •
: . .
fl'~ --...~~
AK47 Assault '1< j},
fl'~
AK47 Assault
Rifle team Rifle team

AK47 Assault 840 team


'~ l~' ~1\li
AK47 Assau lt 840 team
Rifle team Rifle team

A B(1 Binh (Infontry) Company is rated as Fearless Trained. AK47 Assau lt 840 team
'l~' ~1\li
AK47 Assault 840 team
Rifle team Rifle team
-itJS·¥$W.i@iiij.M
b() iJ()i, foot soldiers, are the core of the NVA's infantry AK47 Assault 840 team
~l'~ ~1\li
AK47 Assault 840 team
Rifle team Rifle team

.
These companies served as the core of a Local
operation. Known as Main Force to the Americans, •• •• INFANTRY PLATOON
troops are actually a blend of recruits from the local
and NVA regulars. Their uniform is that of the PAVN,
: .
them distinct from the civilian-dressed Local Forces
fl'~
AK47 Assault
Rifle team
are armed with equal mix of the newer AK47 assault
and older SKS carbines. The squad automatic weapon
the RPD machine-gun, a modernised, belt-fed version of AK47 Assault 840 team AK47 Assault 840 team
Rifle team Rifle team
WWII-era DP 'record player' machine-gun. Each squad
contains a B40 '\-ocket launcher, a Chinese copy of the INFANTRY PLATOON
RPG-2. BO BINH (INFANTRY) COMPANY
- - -

.•
~~f ~f~~ ~t
Command Staff team Observer
AK47 Assault Rifle team AK47 Assault Rifle team
3 M46 130mm
."':1..1[.
I
r '\
~r. I:.I~{'I.
A Front Artillery Company uses the Fire Assault special

~ ~
rule on page 114 of Tour of Duty or page 42 of Pocket
Guide to Vietnam.
M46 130mm gun M46 130mm gun

~ ~
Free World rules of engagement prevented ground op-
in Cambodia and Laos. This allowed the People's
to bring their heavy artillery into action without M46130mm gun M46 130mm gUn
to worry about how to defend their static positions
a highly-mobile enemy.
~ ~ M46 130mm gun M46 130mm gun
• . • •l~_ •• ••
FRONT ARTILLERY
~ ""
COMPANY ~ ~ "-"
Command Pioneer
AK47 Assault Rifle team

• •
..• ..•
fl'~
Pioneer AK47
-l fl'~
Pioneer AK47
Assault Rifle team Assault Rifle team

~~li ~~li
Pioneer 840 Pioneer 840 Pioneer 840

.
team team team team
SPECIAL TASKS PLATOON SPECIAL TASKS PLATOON
A Dijc Cang (Special Tasks) Company is a Reconnaissance : .
Platoon (Nationalist Company).

Pioneer AK47 Pioneer 840 Pioneer 840


A Dijc Cang (Special Tasks) Company does not use the Assault Rifle team team team
Born in the North to Die in the South rule. Instead it uses SPECIAL TASKS PLATOON
the One Slow, Four Quicks special rule on page 53 of
Tour of Duty or page 41 of Pocket Guide to Vietnam.
Well-organised attacks on Imperialist fire bases were
led by the sappers of a Dgi Dr)i Dijc Cang (pronounced die doy
Flame-throwers: You may replace up to one Pioneer AK47 dak chung) special tasks company. Attacks were rehearsed in
Assault Rifle team per Special Tasks Platoon with a Flame- advance so that every soldier knew their part once night fell
thrower team at the start of the game before deployment. and the attack began. Usually the first thing the enemy knew
of an attack was the demolition charges blowing their wire
A D(li D(5i Dijc C6ng (Special Tasks Company) is rated as just before the D(jc Cang rampaged through their positions.
Fearless Veteran.

-UJQ!UW·UiUh-

.•
~~f ~t
Command Observer

3 DKB 122mm
AK47 Assault Rifle team

1
••,a•• l.
AK47 Assault Rifle team

I:.I~{II. I:•• ~j.r.

A Front Jet-artillery Company uses the Guerrilla Rockets


and Fire Assault special rules on page 114 of Tour of ~~~~ ~~~~
Duty or page 42 of Pocket Guide to Vietnam. flK8 122mm rocket flKB 122mm rocket

the war progressed, the North switched more and more ~~~~ ~~~~
flKB 122mm rocket flKB 122mm rocket
conventi;Qnal warfare, sending rocket artillery regiments
into South Vietnam ·to harass Imperialist fire bases and air ~i\~~ ~~~~
These Trung Doan Philo Phan L?fC (pronounced troong flKB 122mm rocket flKB 122mm rocket
uvu-,uw fow fan louk, literally Jet Artillery Regiment) were ~~{. •• • •u'! __ ~t{.l.~lI.=""~lIl • • H! __
well suited to guerrilla warfare as they could move on foot
FRONT JET ARTILLERY COMPANY
remote areas into their firing positions.
Mobility Range ROF Anti-tank Firepower Notes
Infantry 16"/40cm 2 6
Assault Rille team Infantry 8"/20cm 2 6 Full ROF when moving.

Infantry 8"/20cm 9 4+ Tank Assault 4.

Infantry 12"/30cm 11 5+ Tank Assault 5.

team Infantry 4"/10cm 2 6 Flame-thrower.

Infantry 4"/10cm 3 4+ No penalty for moving.

IONAl TRAINING AND EQUIPMENT


teams are rated as Tank Assault 5.

Mobility Range ROF Anti-tank Firepower Notes


Man-packed 16"/40cm 5 2 6 ROF 2 when Pinned Down or moving.

Man-packed 24"/60cm 6 2 6 ROF 3 when Pinned Down or moving.

Man-packed 16"/40cm 4 4 5+ Anti-aircraft. Turntable.

Man-packed 24"/60cm 2 3+ Minimum range 8"/20cm.


32',/80cm 6
Man-packed 24"/60cm 2 2 3+ Minimum range 8" /20cm.
40',/JOOcm 2 6

Man-packed 24"/60cm 3 7 4+ Recoilless gun, Tank Assault 3.

Immobile
112''/280cm 4 2+
Light 72"/180cm 3 3+ Guerrilla Rockets.

Bunker 24"/60cm
-- Skin Tone Alternative Colour

, . 2: 1 Wool Brown (328) 1:1 Battledress Brown (325)
& Comrade Khaki (326)
& European Skin (385)

'. Gun Barrel


•, , Dark Gunmetal (480)

- Gun Stock
•, Battlefield Brown (324)

LOCAL FORCE
The Quan Doi Giai Ph6ng Nhdn Dan (People's Liberation Armed
Forces), more commonly known by Free World forces as
or Vi¢t C(jng, had several layers within its organisation.
entry level was the Dia PhU:(Jng Quan or Local Forces. A
would be assigned to village defence or intelligence.
included guard and village patrol duty. Their uniform
that of the civilian, a black cotton shirt and trousers. These
units were usually armed with old or home-made weapons.
_ _ Uniform - Uniform Highlight
~ Black (950) • Panzer Grey (303)

MAIN FORCE
Upon demonstrating their loyalty and usefulness, the recrui
could be called up to join a Main Force unit, similar to an
usually populated by standard NVA regular troops. Main
Force units were used for larger operations, such as
and major attacks like the Tet Offensive. The so-called'
pyjamas' uniform, as the Americans called it, was traded in
for a dark-green uniform and the unit looked a lot more
like a regular army. Main Force units were supplied
automatic weapons, recoilless rifles, and rocket
grenades (RPGs) .

-- Uniform
•, Firefly Green (348)

Webbing & Shoes


Worn Canvas (306)
Local houses are made from bamboo or wood thatched
with palm leaves. Most houses have their own vegetable
plots and villages generally line the sides of the river.
Local houses offer Concealment, but no protection. Teams
Digging In inside a local house create both foxholes, giving
them Bulletproof Cover, and Loopholes, allowing them to
see and be seen through walls with no other Openings.

The Mekong is lined by dense patches of jungle. The


local population has cleared the area immediately behind
for rice cultivatiod: so these strips of jungle are narrow.
Jungle Overgrowth is a Linear Obstacle and is Very Difficult
Going. Only1njantry and Man -packed Gun teams on foot: '
and Fully-tracked vehicles can cross it at all.
"f'
J ungle Overgrowth is so dense that a team must start their
movement touching the Jungle Overgrowth to cross it. Like Many obstacles lurk just below or on the surface of the
~~othec, Linear Obstacles, teams cannot end a Step sitting on Mekong, including hidden sandbars, fish t,raps, and foot
Jungle 'Overgrowth. lhey must be on one side or the other bridges.
and clearly either touching the Overgrowth or back from it.
Hazards are rated Difficult Going to all vehicles trying to
Jungle Overgrowth is tall as welL as dense and block Line move through them. .
Of Sight drawn through them. However, af usual, teams
touching the Jungle Overgrowth can see and be seen
through it.
Rice paddies are fields, surrounded by bunds, In the
rainy season between November and June the paddy
fields are usually flooded.
In the rainy season the deep mud makes them Very Difficult
Going. For the rest o/the year they are Slow Going, although FOOT BRIDGES
the bunds are Difficult Going. Either way the paddies and
Foot bridges were built to link paths across streams and
bunds are impossible to entrench in, so no Digging In.
smaller tributaries.

A Foot Bridge is Slow Going fo r all Infantry and Man -


packed Gun teams. lhey are rated as Difficult Going for
Boat tea!fls passing beneath. For all other teams, the;. are
rated as Iinpassable. . , ~._

The Mekong is a wide river that covers a great deal of


southern Vietnam. It provides the main traffic thor-
oughfare for the local economy.
lhe Mekong River is a Deep River and is rated Impassable
for all teams, except for Boat teams, which treat it as
Cross-country.

Tributary rivers and canals are rated as Shallow Rivers


and are Very Difficult Going for all teams except Boat
teams, which treat them as Cross-country. Streams are rated
Difficult Goingfor .all teams {including Boats}.
a river to your Vietnam battlefield will change the PLACING OBJECTIVES
dynamics and add new challenges for all players. It
Objectives cannot be placed in Deep River terrain, however,
make simple objectives suddenly more difficult, and force
they can be moved there by Resistance teams.
to change tactics and open up new opportunities.

No ROOM FOR BOATS


If there is not enough room to deploy all of their boats, a
Flames Of War, there are essentially two types of rivers:
player may elect to hold those that do not fit in Reserve.
Rivers and Deep Rivers (see pages 23 and 30 of the
These arrive (automatically) at the nearest river entry point
ook for more details). Either of these can be used to
to the other boats in the next turn.
Mekong Delta waterways, and riverine and amphibi-
craft can operate in both.
OTHER THINGS TO CONSIDER...
A wide river will impact your game. Before placing one,
consider the following things.
verine battles closely resembled ones from other parts of
country. When playing the other missions, make sure A large river will divide the table into two halves. Think
there are river entry points in the appropriate table about how players will be able to get from one side to the
. uarters and random reserve locations. Alternatively, if there other (including things like Guerilla Ambush, airmobile,
not an entry spot for a platoon, simply roll again or choose amphibious, and riverine vehicles, etc). If they cannot cross,
next available entry point instead. then you may want to rate the river as Very Difficult Going,
rather than Impassable.

MEKONG RIVER MAT SET (FW903A)


The Mekong River Mat Set is a fast and effective
way of adding a river to your Vietnam battlefield. It
includes three 2' x 4' (60cm x 120cm) panels, which
you can arrange in several ways to create different
riverine battlefields. Just add terrain and you'll be
headin' upriver in no time!

ING RIVER MATS & RIVER SETS


a river mat is another way of adding a river to your
however it may not work well with missions where
Free World riverine forces arrive at random points
the battlefield.
way to address this is to add some Battlefield in a Box
and expansion sets to expand the mat's river area.
sure that there are some rivers connecting all of the
where forces will arrive on the table.

All of your platoons entirely made up of boat teams or


, river patrol consisted of several boats travelling in a line,
entirely transported by boat teams, SEAL platoons, and
an Alpha boat typically in the lead to sweep for mines .
Sea wolfPlatoons are Deployed on the table.
the Alpha boat were the ATCs carrying a riRe
UILLUdllY. Monitors and additional Alpha boats were spaced Any platoons that are not entirely made up of boat teams
to offer additional security. or entirely transported by boat teams are placed in
Upriver mission uses the Ambush, Fire
Base, Guerrilla Reserves, Meeting
r.n.gagelmenr, Reserves, River Patrol, and Tunnel
special rules .

intel has identified a VC stonghold in this


Your riverine task force has been tasked to

base of operations for this area has been


by the Imperialists. Prepare an ambush
to cover our evacuation of all essential equipment
and personnel.

REPARING FOR BATTLE


Both players, starting with the Nationalist
, alternate placing Objectives until three
ectives have been placed. The Objectives
t be at least 8"/20cm from all table edges
12" /30cm from all other Objectives. No
ectives may be placed in the river.

The Free World Deployment Area is anywhere


the main river, excluding tributaries and
water features.
The Free World player then chooses a table edge
their Reserves will arrive.
The Nationalist Deployment Area is anywhere
the table, excluding the Free World Player's

The Nationalist player chooses a table edge where their BEGINNING THE BATTLE
will arrive. This cannot be the same table edge chosen
\{p ·oprvp< 1. Neither side may make Reconnaissance
the Free World player. Moves in this mission.

The Nationalist player selects one of the Objectives as their 2 . The Nationalist side has the first turn.
ective for the purposes of the Guerrilla Deployment rule.
3. Objectives cannot be Searched or Evacuated until turn two.
Free World player then selects another Objective that is
placed in a river as the Landing Zone Objective.
ENDING THE BATTLE
The Free World player Deploys their force using the The battle ends on or after turn six when:
Patrol rule on page 48 . Free World teams cannot be
• the Nationalist player starts any of their turns with no F
within 8"120cm of any Objective.
World teams within 16" 140cm of any Objectives, or
• a player starts their turn with six more Victory Points
their opponent .
• all Objectives have been Evacuated or Searched.
remaining Nationalist platoons, Warriors, and
11lllCfJ'CllUCJlll teams are held off table in Guerrilla Reserves.
DECIDING WHO WON
that cannot be in Guerrilla Reserves arrive from
on the tables edge the Nationalist player selected. The player that Searched or Evacuated the most
using the Tunnel Rats special rule wins the game.
Deploy Resistance teams anywhere on the table. Objectives remaining on table that are more than 16"/
from all Free World teams are treated as Evacuated.
Otherwise, the player with the greater Victory Point
.. wins the game.
·. 'Going up that river was like travelling back to the earliest INSIDE YOU WILL FIND:
• beginnings of the fUorld, when vegetation rioted on the
• The history of the battle for the Mekong
. earth and the big trees were kings. '
between 1965-1969.
- Joseph Conrad, Heart ofDarkness
• History of the unique US Navy and Army
The waterways of the Mekong Delta are busy Riverine Force in South Vietnam.
with sampans, merchants, villages, and farming
communities. They are the life blood of South • The option to field a River Assault Force'
Vietnam, through which over half of the entire infantry from the Army and boats from the
country's rice flows. It is remote with few roads supported by aircraft and helicopter J:'.U"~JL"IJ'~
accessing the interior's rice fields and jungles. The Vi¢t • History of the Vi¢t C{Jng, the people's army
C{Jng have launched their liberation movement from Vietnam, and the famous 1968 Tit offensive.
within this formidable fortress.
• The option to field a Tiiu Dolin Dia
However, the US Army and Navy have come together
Qulin (Local Forces Battalion) backed by
to create the Mobile Riverine Force, a joint operation
comrades in arms from North Vietnam.
of infantry and assault boats. They are reinforced with
troops have lots of tricks up their sleeves to
helicopter gunships, devastating Skyraider aircraft,
and more. This new force will take the fight upriver with the imperialist invaders' troops.
as the two opposing sides battle for control of the • Rules and a mission for fighting battles in
mighty Mekong. Mekong Delta.
• Inspirational painting guides and colour

ISBN978-0-9922555-2-7
Product Code FW903
Flames OfWar website and discussion forum:
http://www.FlamesOfWar.com III III

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